A data profile of the people who buy, follow and care about Nvidia in United States — modelled from more than twelve digital signal sources. Nvidia has an estimated audience of 7,480,312 people in United States.
The average Nvidia fan in United States is 32.0 years old, balanced, and lives primarily in California.
The audience is concentrated in California, Texas, New York.
Top brand affinities include PC game, Counter-Strike: Global Offensive, World of Warcraft, with strongest over-indexing on PC game (10.31× the country average).
Demographically, the Nvidia audience skews balanced with an average age of 32.0, and over-indexes on personality traits such as Early Adopter Mentality, Social Media Usage.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical Nvidia fan in United States is balanced, around 32.0 years old, with strong Early Adopter Mentality tendencies and a notable affinity for PC game.
The key figures that characterise the Nvidia profile in United States.
49.1% are female, 50.9% are male, average age 32.0.
| Metric | Value |
|---|---|
| Female | 49.1% |
| Male | 50.9% |
| Average age | 32.0 |
| Estimated audience size | 7,480,312 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 34% | |
| 20-29 | 17% | |
| 30-39 | 39% | |
| 40-49 | 6% | |
| 50+ | 5% |
of the worldwide Nvidia audience comes from United States.
| Country | Share |
|---|---|
| United States | 19.4% |
| China | 12.7% |
| Japan | 7.3% |
Where the Nvidia audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | California | ~1.5M | 1.84× | |
| 02 | Washington | ~200K | 1.51× | |
| 03 | Massachusetts | ~200K | 1.44× | |
| 04 | Washington, District of Columbia | ~30K | 1.43× | |
| 05 | New York | ~600K | 1.41× | |
| 06 | New Jersey | ~300K | 1.38× | |
| 07 | Oregon | ~100K | 1.28× | |
| 08 | Hawaii | ~40K | 1.28× | |
| 09 | Connecticut | ~100K | 1.25× | |
| 10 | Virginia | ~200K | 1.17× | |
| 11 | Florida | ~600K | 1.12× | |
| 12 | Nevada | ~80K | 1.11× | |
| 13 | Illinois | ~300K | 1.10× | |
| 14 | Maryland | ~100K | 1.10× | |
| 15 | New Hampshire | ~30K | 1.07× | |
| 16 | Texas | ~700K | 1.05× | |
| 17 | Colorado | ~100K | 1.04× | |
| 18 | Rhode Island | ~20K | 1.02× | |
| 19 | Pennsylvania | ~300K | 1.01× | |
| 20 | Arizona | ~200K | 1.01× | |
| 21 | Georgia | ~200K | 1.00× | |
| 22 | North Carolina | ~200K | 0.98× | |
| 23 | Michigan | ~200K | 0.98× | |
| 24 | Minnesota | ~100K | 0.97× | |
| 25 | Utah | ~70K | 0.96× | |
| 26 | Wisconsin | ~100K | 0.94× | |
| 27 | Idaho | ~40K | 0.93× | |
| 28 | Ohio | ~200K | 0.91× | |
| 29 | Missouri | ~100K | 0.91× | |
| 30 | Delaware | ~20K | 0.91× | |
| 31 | Indiana | ~100K | 0.89× | |
| 32 | Alaska | ~10K | 0.89× | |
| 33 | Kansas | ~50K | 0.87× | |
| 34 | Maine | ~20K | 0.87× | |
| 35 | Nebraska | ~30K | 0.86× | |
| 36 | Iowa | ~50K | 0.85× | |
| 37 | North Dakota | ~10K | 0.85× | |
| 38 | South Carolina | ~100K | 0.84× | |
| 39 | Tennessee | ~100K | 0.83× | |
| 40 | Montana | ~20K | 0.83× | |
| 41 | Vermont | ~10K | 0.83× | |
| 42 | Arkansas | ~50K | 0.81× | |
| 43 | Kentucky | ~80K | 0.80× | |
| 44 | Oklahoma | ~70K | 0.80× | |
| 45 | Louisiana | ~80K | 0.79× | |
| 46 | South Dakota | ~10K | 0.79× | |
| 47 | New Mexico | ~30K | 0.78× | |
| 48 | Alabama | ~80K | 0.74× | |
| 49 | West Virginia | ~20K | 0.68× | |
| 50 | Mississippi | ~40K | 0.63× |
The strongest cross-interests of the Nvidia audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Counter-Strike: Global Offensive | Games | 11.60× | ||
| 02 | Call of Duty: World at War | Games | 11.47× | ||
| 03 | Graphics processing unit | Technology & Electronics | 11.41× | ||
| 04 | Call of Duty | Games | 11.15× | ||
| 05 | PC game | Games | 10.31× | ||
| 06 | Call of Duty: Black Ops | Games | 9.81× | ||
| 07 | Warcraft | Games | 9.43× | ||
| 08 | Video game industry | Games | 8.33× | ||
| 09 | World of Warcraft | Games | 8.31× | ||
| 10 | Epic Games | Games | 7.73× | ||
| 11 | Assassin's Creed | Games | 7.26× | ||
| 12 | League of Legends | Games | 6.59× | ||
| 13 | Fortnite | Games | 5.98× | ||
| 14 | Nintendo | Games | 5.97× | ||
| 15 | Massively multiplayer online role-playing games | Games | 5.45× | ||
| 16 | Twitch | Games | 5.10× | ||
| 17 | Steam | Games | 4.89× | ||
| 18 | Gamer | Games | 4.20× | ||
| 19 | Anime convention | Literature | 4.04× | ||
| 20 | Mobile game | Games | 3.33× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 1.54× | |
| Social Media Usage | JOY | 1.36× | |
| Luxury Orientation | PREMIUM | 1.15× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Mindfulness | BALANCE | 0.58× | |
| Community Orientation | OPEN | 0.58× | |
| Spirituality | BALANCE | 0.63× |
Nvidia's target market in United States covers an estimated 7,480,312 people, concentrated in California and Texas.
49.1% of the Nvidia audience are female, 50.9% are male, with an average age of 32.0 years.
Nvidia fans show strongest brand affinity for PC game (10.31×), Counter-Strike: Global Offensive (11.6×), and World of Warcraft (8.31×) over the country average.
Nvidia fans in United States are most concentrated in California (reach ~1.5M), Texas (reach ~700K), and New York (reach ~600K). These three regions account for the largest share of the active audience.
Beyond Nvidia itself, the audience over-indexes on Counter-Strike: Global Offensive (11.6×), World of Warcraft (8.31×), Graphics processing unit (11.41×), and Call of Duty (11.15×) compared to the United States average.
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in United States who actively search for Nvidia. Affinity is an over-index ratio: 2.0× means the audience is twice as likely to engage with that brand or trait as the country average. Reach is the estimated number of audience members in a region. Regional and brand-affinity tables are sorted from strongest signal to weakest.
This audience profile is generated by Rascasse from anonymized search-behavior signals across United States. For methodology see methodology. Affinity values are over-index ratios vs. the country average (1.0 = baseline). Audience sizes are estimated, not measured.
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